/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
void SetRayTracingShaderBindings ( FRayTracingLocalShaderBindingWriter * BindingWriter, const [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< [FViewUniformShaderParameters](API\Runtime\Engine\FViewUniformShaderParameters) > & ViewUniformBuffer, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * SceneUniformBuffer, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * NaniteUniformBuffer, uint32 ShaderIndexInPipeline, uint32 ShaderSlot ) const